public Camp(string name, float spawnTime, int respawnTimer, Vector3 position, List <Mob> mobs, Utility.Map.MapType mapType, GameObjectTeam team, Color colour, Timers timer, bool isRanged = false, bool isDead = false, int state = 0, int respawnTime = 0, int lastChangeOnState = 0, bool shouldping = true, int lastPing = 0) { Name = name; IsDead = isDead; SpawnTime = spawnTime; RespawnTimer = respawnTimer; Position = position; ScreenPosition = Drawing.WorldToScreen(Position); MinimapPosition = Drawing.WorldToMinimap(Position); Mobs = mobs; MapType = mapType; Team = team; Colour = colour; IsRanged = isRanged; State = state; RespawnTime = respawnTime; LastChangeOnState = lastChangeOnState; Timer = timer; ShouldPing = shouldping; LastPing = lastPing; }
public Camp(string name, float spawnTime, int respawnTimer, Vector3 position, List<Mob> mobs, Utility.Map.MapType mapType, GameObjectTeam team, Color colour, Timers timer, bool isRanged = false, bool isDead = false, int state = 0, int respawnTime = 0, int lastChangeOnState = 0, bool shouldping = true, int lastPing = 0) { Name = name; IsDead = isDead; SpawnTime = spawnTime; RespawnTimer = respawnTimer; Position = position; ScreenPosition = Drawing.WorldToScreen(Position); MinimapPosition = Drawing.WorldToMinimap(Position); Mobs = mobs; MapType = mapType; Team = team; Colour = colour; IsRanged = isRanged; State = state; RespawnTime = respawnTime; LastChangeOnState = lastChangeOnState; Timer = timer; ShouldPing = shouldping; LastPing = lastPing; }